A year reflection on our first mobile game project

Our four-person team launched BioBeasts roughly one year ago in January of 2016 and it’s time to update everyone on the state of the game. We truly appreciate the patience and support you’ve shown as we took time away from EpicDuel to develop BioBeasts and improve our mobile skills. As we said at the outset, it was critically important to expand beyond the world of Flash in the browser and we've succeeded on that front. By most measures we can conclude that BioBeasts was a success! The game was rated well from players in both the Google Play and Apple App Stores, we managed to deliver a product that was (mostly) error free, and most importantly the team learned a ton about the quirks, gotchas, and challenges of Unity and the mobile market.

“It was critically important to expand beyond the world of Flash in the browser and we’ve succeeded on that front.”

We’re going to be moving onto exciting new things starting in 2017, but before we do, we wanted to share our development experience with you!

What Went Well?

The number one thing that went well was launching and updating the game with few bugs. We managed to assemble a great group of testers throughout development, which helped us crush bugs before they went live. This led to fewer bad reviews and helped BioBeasts keep a rating well above the 4 star mark. We feel that buggy releases are the top reason for low ratings, so we went to great lengths to avoid them, averaging around 3 or 4 beta releases before each live update, and spent several months in beta testing before the original launch.

In addition, people had great initial reactions to the game whenever they tried it. There was excitement and curiosity at what else the game had to offer, especially among our target audience. It was great to see the reactions of everyone trying the game out in person, in particular when the game was first coming together after spending weeks working on it by ourselves.

Finally, our team did an excellent job of continuously pursuing memory optimizations to make sure as many devices as possible could play the game well. BioBeasts had a small footprint and reasonable framerate even on low-end phones, which was critical for a fast, skill-based game like ours.

What Did We Learn?

From the start, we allocated a very short amount of time to create a playable game. Based on this limitation, we made the decision not to include certain time-consuming features such as cross-promotions with other Artix games, a central account system, social features, or a database backend.

One of our key lessons was that these are probably must-haves for almost any future mobile game, and not recycling these features from a previous project added substantial dev time. In fact, as BioBeasts showed initial promise, and the company allotted us an expanded timeline, we frequently found ourselves building things we originally said we would never build. In hindsight, properly scoping the game to include these core features would have saved us countless hours retrofitting.

"We frequently found ourselves building things we originally said we would never build. In hindsight, properly scoping the game to include these core features would have saved us countless hours."

Essentially, the amount of work needed to get ramped up and have a launchable game was greatly underestimated. Between implementing payments, ads, analytics, doing marketing, creating a website, learning Unity, and all the other things not directly related to making a game playable and fun, development took much longer than anticipated.

Our next lesson was that the core of the game -- wrecking robots as a beast -- needed to be great on its own and have enough longevity to work without other features. We still think it was solid, but we spent perhaps too much time building other mechanics to support this main concept, rather than focusing hard and polishing that one idea to a mirror sheen.

"When it was clear that we needed additional features to make the game successful, we missed an opportunity to retool and improve the core hook."

There was a point during development when the core gameplay seemed fairly solid and the team felt that we’d have a great game if we just added more enemies, levels, and Mutations. This put on us on a path that well exceeded the original scope, and in hindsight should have been a red flag. When it was clear that we needed additional features to make the game successful, we missed an opportunity to retool and improve the core hook. The call between reimagining what you have, and pressing forward because you can visualize what the game might be is a tough one, indeed.

Financial Challenges

As pressure for better financial performance increased, we felt there was never a good opportunity to stop game dev and add deeper data collection, especially to learn more about how people were finding BioBeasts. This led to long, mostly unexplained growth early on, with large numbers of daily installs we couldn’t account for. In the first 5 months following launch we were optimistic and attributed this growth to the game’s quality and overall positive reviews, but suddenly our install rate fell heavily, and we could not explain why. After following up on several theories as to why BioBeasts saw a sudden 85% loss in daily installs, we were unable to find any specific explanations.

This lack of data made it difficult to recover the game’s traction. We were unable to justify paid advertisement as 5+ promotional trials failed to recuperate the investment, and our efforts to promote BioBeasts organically had similarly decreasing returns. In the future we believe our games must be able to deeply track where players are coming from so that we can adjust our strategy and the game to fit them better.

Along these lines, we learned that relatively strong install numbers and a good rating did not directly result in strong sales. Initially, well under 1% of BioBeasts players spent any money. The team spent a lot of time overhauling our sales mechanics to both keep the game interesting and allow players to spend more money if they wished. Unfortunately, by the time our improvements went live, our high install rate had dried up and while our conversion rate increased 2-3x, the game never reached a sustainable financial state.

Unity Engine and the App Stores

Our goal was to prove we could move away from Flash and create something fun for the mobile market. We felt in the long-run it would be a critical mistake to focus on a single platform so we selected Unity as our cross-platform development engine. We wrestled with the idea of proving ourselves first on a single market, but didn't want to miss an opportunity if things went well at the launch. Given our minimal experience with either store, we decided to pursue both the Google Play Store and the Apple App Store from the outset of the project. In hindsight, for our first mobile project, this was probably a good decision as we would have made plenty of mistakes and created tons of rework later if we did need to port. However, now having leveled up a within the mobile world, we might do things a bit differently.

For starters, we learned that Apple and Google are vastly different worlds. It felt as though Apple almost requires you hit the top charts in order to be successful. There appears to be little middle ground, you either are top dog or you hardly exist. Google seems like a better option for getting discovered as a smaller player in the market. Whereas Apple seems more ideal for large studios and companies that can money-blast their product to the top of the charts, Google’s tools and overall design seem to support faster iteration and made it much easier for us to get updates out. As a specific example, when our team discovered one of our only critical bugs that ever actually made it live -- despite 2 or 3 beta builds -- we worked together with our testers and had a patch ready that day. On Google, a fix was simple: push the build out and players have it in a few hours at most. On Apple, however, the process was significantly more tedious. It took over 12 days between submission and verification to get the patch approved and released.

"In hindsight developing for Apple really slowed us down as their processes take a lot longer and only provided about 10% of our total installs and sales."

In general, developing for Apple slowed us down quite a lot, and only accounted for roughly 10% of our total installs and sales. While it was easier to test across a much smaller variety of devices, the publishing process was far more convoluted and often cryptic. If we were going to try a smaller game in the future, we’d likely start on Android, and port to iOS if we saw proper traction.

What would we do differently for future games?

There were a couple standard practices we specifically decided to buck in order to have a game that stood out in the ever-crowded app store:

We opted to deeply link your skill to your progress/currency, and to have no paid-only currency.

We shot for difficult, repeatable levels instead of many easier levels due to time constraints.

We were trying to balance skill-based depth and challenge with more “casual” preferences and wider appeal.

Linking skill so tightly with progress had a couple rough consequences. First, it created a huge difference in how quickly someone was able to buy stuff. It allowed very skilled players to absolutely blow through the content, while lesser skilled players may have become bored or frustrated from lack of progress. It became impossible to balance the prices of shop items when our best players could gain BioBits dozens of times faster than newbies: everything was either too easy for our veterans, or might sticker shock others out of playing. In the future we would like to keep everyone on a more level playing field when it comes to purchasing things, while giving expert players other ways to show off their mastery.

Next, because we didn’t have time to build out 200 levels a la other mobile games, we opted to build a few levels that would be random enough to stay interesting, and change as players progressed through the difficulty modes. While some took to this challenge, many others were turned off by it. It was also difficult to play for just a few minutes, which is the way most of us want to play mobile games. Finally, it led to many players feeling like they were making no progress, even after several attempts at the game. We now believe it is helpful (or even paramount), at least in the beginning, for players to make consistent, noticeable progress. The exception is if you make it very, very clear that the game is designed to be difficult on purpose (a game that rhymes with Bark Goals comes to mind), but that’s likely a niche audience on phones.

"We now believe it is helpful (or even paramount), at least in the beginning, for players to make consistent, noticeable progress."

We chose a path that almost required the game to be difficult so that it would last longer than an hour (a no-go for free to play), while trying to appeal to a wider audience that generally doesn’t look for difficult games. This muddied our goals a bit, and made it a tougher sell for either group. It also made it tricky for the artists to pick a singular art style to match the game’s tone. While we received numerous compliments on the style and look of the game, it may have been even more cohesive if we went all-in on cutesy, or gritty, or violent, or whatever other style served the game best.

What's Next?

2017 is certain to be exciting and there are many opportunities for all of us moving forward. We’ll be looking to Artix for direction on where to go next. It is our intention to build on what we’ve learned and share our experience with rest the company. Once again we want to extend an EPIC thank you for your support, testing, feedback, and patience as you’ve given our team the runway to make games and learn along the way. We’re excited to see where 2017 takes us, so stay tuned for our next update! We wish you the happiest of holidays, and a super new year!

Features

Escape Highlights

A short clip of an awesome moment will automatically be recorded during your escape

You can view, edit and share the clip at the end of your run through Unity Everyplay

Changes

Blood Boil

Now increases damage by 10-40 for each point of Health you are currently missing

Will no longer lose damage bonus when resuming escape

Dev Notes: Blood Boil has the chance to basically break the game by losing and gaining health over a long run, and had few interesting synergies in the game. This should make it a little less nuts and play nicer with other Mutations. If it feels too weak, we can give it some more love in the future.

Other

Added attack range and power duration to beast stats

Several tutorial and early game adjustments

Certain early challenges will no longer show up after Challenge Rank 10

Bugs Fixed

Battle music did not restart when resuming an escape

Ensure notification reminding you to warp in or unlock a crate triggers consistently

Fixed number formatting issue on specific Mutations at specific levels

Mutations were sometimes not being shown in your mutation list

Reanimator bot attack could be stuck on when playing dead

Serum Challenge progress could be lost when resuming escape

[Unity Patch] Potential fix to saving/loading game when using external (SD card) storage.

[iOS] Frogzard leaderboard now live

]]>I'd like to address a very frustrating problem that has emerged in BioBeasts' shop for iOS users as of the last update. If you just downloaded the new update and checked out the store, you'll be greeted with this tantalizing new bundle!

I'd like to address a very frustrating problem that has emerged in BioBeasts' shop for iOS users as of the last update. If you just downloaded the new update and checked out the store, you'll be greeted with this tantalizing new bundle!

Looks great, right? Time to buy!

Whoops! What happened? Your internet connection is probably fine. This message will also be displayed if you attempt to purchase any of the Crates. BioBit packages should work normally.

This issue can be traced back to Apple's submission process. Our submission for 1.5.3 was greenlit so we pushed it to the App store BUT the new packages, for reasons still unclear, were rejected. This creates a discrepancy in which players can see all the new packages but are presented with an error if they attempt to buy them.

So far, we've attempted to contact Apple by email, by phone (several times), and while we've been escalated, they've so far not been sympathetic to our situation. They could not identify why the packages continue to be held back.

If we do not hear back soon, we'll need to attempt an expedited release for 1.5.4. to address this, but that will still still take a few days at least to be reviewed and released. This puts us in an odd holding pattern which we're not really accustomed to.

Browser games, for all their limitations, afforded us complete control over issues like these, but now we're completely at the mercy of a third party that sees us as another grain of sand on a very crowded beach.

We understand your frustration and are doing everything that's within our power to give iOS users the same experience as Android users. We will announce across all channels as soon as we hear back from Apple. Fixing this shouldn't even require an update if all goes well.

It's worth noting that these packages all work fine on Android devices! Thank you for your continued patience and support!

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The latest update for BioBeasts, including the limited-time Haunted Bundle is NOW LIVE! Install it now to experience a wealth of new features, content and improvements to make this evolution of BioBeasts the best one yet!

Features

Haunted Bundle

The latest update for BioBeasts, including the limited-time Haunted Bundle is NOW LIVE! Install it now to experience a wealth of new features, content and improvements to make this evolution of BioBeasts the best one yet!

Bugs Fixed

Challenge progress was sometimes not saved if an escape ended during a wave

Waves could sometimes never end following a Beast revive

Incorrect beast could be shown when unlocking new difficulties

Beast health could be incorrect after resuming a save

Reanimator sometimes got yuuuge

Bionic Bunny power was not dealing correct damage to Attack Ship boss

"Single escape” challenge progress was being reset on save/load

Like BioBeasts?

If you're reading this, you're probably a BioBeasts player, and for that, we sincerely thank you. Please help us spread the word by posting scores, sharing videos, and directing your friends to try it out. Help us share BioBeasts with the world!

Bugs Fixed

Challenge progress was sometimes not saved if an escape ended during a wave

Waves could sometimes never end following a Beast revive

Incorrect beast could be shown when unlocking new difficulties

Beast health could be incorrect after resuming a save

Reanimator sometimes got yuuuge

Bionic Bunny power was not dealing correct damage to Attack Ship boss

"Single escape” challenge progress was being reset on save/load

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In BioBeasts v1.5.0 we introduced the ability of customize your Beasts' looks through unlockable skins. Since this feature rolled out, players have suggested a wide variety of ideas for us to run with.

In BioBeasts v1.5.0 we introduced the ability of customize your Beasts' looks through unlockable skins. Since this feature rolled out, players have suggested a wide variety of ideas for us to run with.

BioBeasts v1.5.3 will launch with 6 new beast skins to collect so we decided to give you a little preview of them. There is now a grand total of 16 Beast skins... who's going to be the first to collect them all?

Shadow Salamancer

Shadow Kartherax

Venomous Mantis

Venomous Salamancer

Haunted Hazard *(only available with Haunted Bundle)

Magmazard

Haunted Preview ( Coming Soon )

The limited-time Haunted Bundle will be available in v.1.5.3 as soon as it goes live! Remember, since this new bundle is being featured this will be the FINAL WEEKEND to purchase the Nuclear Bundle and get the exclusive Radioactive Hazard skin with unlockable items in EpicDuel and AQW! Those who purchased the Nuclear Bundle previously will still be able to recover their items if they uninstall BioBeasts.

Progress Report

We are currently doing final testing on v1.5.3 and submitting to the App store this week. We'd like to extend an extra special thanks to our testers for this release as they found some unusual bugs, like the black box bug which was quite challenging to track down. If you'd like us to help test the latest builds of BioBeasts, please join the Official BioBeasts Testers group on G+.

Thank you!

Once again thank you for joining us along this creative journey! We couldn't have done this with out your support! Remember to follow us on Twitter , Instagram and like us on Facebook for latest updates!

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There's a new Beast in town, one that should be very familiar to longtime fans of Artix Entertainment: the Frogzard! This iconic creature has been featured in nearly every AE game, from Adventure Quest to AQWorlds to its new incarnation in Adventure Quest 3D.

There's a new Beast in town, one that should be very familiar to longtime fans of Artix Entertainment: the Frogzard! This iconic creature has been featured in nearly every AE game, from Adventure Quest to AQWorlds to its new incarnation in Adventure Quest 3D.

Frogzard will be available to unlock in our next release BioBeasts v1.5.3. His main attack will be a chomp attack with his massive jaws, while his Beast Power will unleash an epic roar that stuns surrounding bots, making them vulnerable to a super-powered bite.

Check out the Frogzard in action here:

That's not all we have planned for v1.5.3.! stay tuned as we have much more content planned and in the works for our next release, including new skins, new mutations, and serum stacking!

Nuclear Bundle Leaving!

For real! In BioBeasts v1.5.3, the Nuclear Bundle will be leaving! This means you will no longer be able to get the exclusive Radioactive Hazard skin or all the awesome bonus crossover items in AQW and EpicDuel.
Ignore this warning at your peril!

Thank you!

Once again thank you for joining us along this creative journey! We couldn't have done this with out your support! Remember to follow us on Twitter , Instagram and like us on Facebook for latest updates!

Save between waves

The save will be deleted after loading or starting a new escape to prevent abuse.

Changes

New super awesome title screen

Added challenge info back to loading doors

Duplicate Mutations with a max level of 1 (like skins) will now give 3x more Biobits: 4000 → 12000

Improved performance while opening Crates and viewing Mutations

Removed adwatch option from end of game

Bombs and Fist enemy are now knocked back/retreat on all damage

Bugfixes

“NEW” notification sometimes incorrectly shown when opening crates

Time Loop could double-count escape attempt challenges

Last Chance!

The Nuclear Bundle promotion will be removed from BioBeasts in our next release, version 1.5.3! This is your last chance to take advantage of the package and unlock great rewards in both AdventureQuest Worlds and EpicDuel

]]>BioBeasts Has Evolved!
The hit mobile action game BioBeasts is bigger and better than ever! Our new update adds tons of new Mutations, skins, and more to help you destroy your robotic foes!

BioBeasts Has Evolved!
The hit mobile action game BioBeasts is bigger and better than ever! Our new update adds tons of new Mutations, skins, and more to help you destroy your robotic foes!

Get the Nuclear Bundle before It’s Gone!
In our upcoming 1.5.3 update, BioBeasts will be removing the popular Nuclear Bundle! This limited time package includes 10,000 BioBits, an exclusive Radioactive Hazard Skin, and a Nuclear Crate in BioBeasts!

The bundle also unlocks the Radioactive Hazard Armor in AdventureQuest Worlds and the Radioactive Baby Hazard in EpicDuel! This is your last chance to get this incredible bundle before it’s gone!

There’s a lot more to the Nuclear Bundle in AQW than just armor! We’ve expanded the shop to include a grand collection of beautiful bionic weapons in the in-game Nuclear Shop.
These items and more can be yours just by purchasing the Nuclear Bundle in BioBeasts!

Price Adjustment

Another change coming in BioBeasts 1.5.3. is a price reduction to the available crate packages.
We hope this helps to make the premium crates and the Ultra-Rare and Epic mutations more accessible!

New for 1.5.2!

BioBeasts 1.5.3. is on the horizon, but 1.5.2. is nearly here! It should hopefully be available for Android users this week and, with luck, on iOS shortly after.

The most noticeable upcoming feature is the ability to revive after losing your last heart. This is meant to make the game more accessible to players who become overwhelmed by the game's difficulty early on or skilled players who find Insane made to be an insurmountable blockade of mechanical death.

Another improvement is a more robust reward system for completing challenges and increasing your rank. In addition to earning BioBits as before, players will also be rewarded with crates at certain rank milestones.

Additionally, we've made some great performance improvements which should offer smoother gameplay on older devices.

Thank you to everyone for continuing to support BioBeasts, rating us five stars, and most importantly, spreading the word to help us continue on the road to mobile domination!

Features

Show device notification when crate is unlocked, or if you forget to start unlocking a crate. Notifications can be turned off from the settings menu (if you hate fun).

Changes

Improved Nuclear Bundle code generation. If you own the bundle and did not receive a code, make sure you have a good internet connection, then tap on the Nuclear Bundle in the shop to see your code.

Lowered file size and memory usage of several enemies by up to 75%. Game download should now be less than 100MB on all platforms.

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What is BioBeasts?!

BioBeasts is a new game for Android and iOS where you take control of powerful mutant beasts and battle through waves of robots, laboratory defenses, and hulking bosses. Claw, bite, blast, and mutate your way to freedom while freeing new beasts with unique powers! Unlock and upgrade

What is BioBeasts?!

BioBeasts is a new game for Android and iOS where you take control of powerful mutant beasts and battle through waves of robots, laboratory defenses, and hulking bosses. Claw, bite, blast, and mutate your way to freedom while freeing new beasts with unique powers! Unlock and upgrade Mutations to customize your beasts, and craft your own strategy!

BioBeasts Version 1.5.0 is NOW LIVE!

We just launched a MASSIVE UPDATE that adds loads of exciting new player-requested features and fixes. Download BioBeasts 1.5.0 on your Android or iOS device now:

New Stuff in BioBeasts 1.5.0:

22 NEW Mutations to collect!

Customize the look of each beast with new Skin Mutations

Overhauled Mutation Lab -- view all Mutations in one easy to use list

NEW Mutation Crate system -- you can now unlock and upgrade Mutations totally free just by playing

Introducing Batteries!

Coming to BioBeasts 1.5.0 are Batteries. Plink needs 10 Batteries to warp in a Mutation-filled Crate to help power up your beasts! Batteries are earned after completing each wave with a bonus battery for defeating the final boss, meaning it's possible to earn enough Batteries for a Crate on any Normal, Hard, or Insane run.

The Mutation Lab

Inside the Mutation Lab you can put those Batteries to good use! Use them to warp in new Crates filled with Battle Mutations, Beast Mutations, and Beast Skins!

After Plink warps in a Crate, it must be unlocked before opening. You can bypass this process with BioBits. Plink will also bring you a free crate every 8 hours. This gives you a great reason to check back on BioBeasts, even if you don't have time to play a few waves!

Mutation Crates

Each Crate is guaranteed to contain some kind of loot. However, not all Crates are created equally. Iron and Steel Crates, being the most basic, hold the fewest Mutations. Occasionally, Plink will get lucky and warp in a more luxurious crate like a Nuclear or Quantum Crate, which are guaranteed to contain Rare Mutations! Below is the breakdown of what you can expect from each type of Crate.

Iron Crate Only seen in the Tutorial of the game, this Crate has the same capacity as the Steel Crate with 8 Mutations inside, but the unlocking process is very fast.Free Crate Plink will find you a new Free Crate every 8 hours. Free Crates contain 15 Mutations.Steel Crate This most common Crate yields 8 Mutations.Reinforced Crate 15 Mutations, including at least 1 Rare.Elite Crate 30 Mutations, including at least 3 Rare.Nuclear Crate 70 Mutations, including 7 Rare and 1 Ultra.Quantum Crate 250 Mutations, including 25 Rare, 5 Ultra, and 1 Epic.

New Beast Skins!

BioBeasts 1.5.0 launches with 10 new beast skins! These Skin Mutations can be unlocked from our new Mutation Crates, and there will be plenty more to come after the launch:

Thank you!

Once again thank you for joining us along this creative journey! We couldn't have done this without your support! We plan to always add new and interesting things to read here on our dev blog. Remember to follow us on Twitter and like us on Facebook for the latest updates!

BioBeasts 1.5.0 Screenshots

]]>Download for AndroidDownload for iOS
Note: We quietly released an update to the Android version of the game a little while ago. After reviewing feedback we made a number of changes to the game. Those changes are listed at the end.

Features

Mutations

Crates: Obtain 10 Batteries by clearing

]]>https://biobeasts.artix.com/patch-notes-1-5-0/c11f5d74-42b5-472f-81ab-bb0abbe16287Wed, 10 Aug 2016 15:22:23 GMTDownload for AndroidDownload for iOS
Note: We quietly released an update to the Android version of the game a little while ago. After reviewing feedback we made a number of changes to the game. Those changes are listed at the end.

Features

Mutations

Crates: Obtain 10 Batteries by clearing waves, then warp in a Crate. Once a Crate opens after time or by using BioBits, you'll get a pile of Mutations. Get enough Mutations to level them up for free!

Mutations now have a rarity instead of shop tier, and can be unlocked in any order

Coming to BioBeasts v1.5.0 are batteries. Batteries will function like a secondary currency, earned after completing each wave. Defeating the final boss earns a special bonus of 2 Batteries, meaning it's possible to earn up to 10 Batteries on any Normal, Hard, or Insane run. The

Coming to BioBeasts v1.5.0 are batteries. Batteries will function like a secondary currency, earned after completing each wave. Defeating the final boss earns a special bonus of 2 Batteries, meaning it's possible to earn up to 10 Batteries on any Normal, Hard, or Insane run. The main reason for introducing Batteries is that we wanted to give the players more incentives for making progress in the game. Batteries are also used by Plink to warp in Mutation-filled Crates, helping you power up your beasts!

Loot Incoming!

Inside the Mutation Lab you can put those Batteries to good use! The energy from 10 Batteries is required to warp in new Crates filled with Battle Mutations, Beast Mutations, and Beast Skins!

After Plink warps in a Crate, it must be scanned before opening. You can bypass this process with BioBits. Plink can also find you Free Crates which do not require Batteries, but do need 8 hours to scan before opening. This gives you a great reason to check back on BioBeasts, even if you don't have time to play a few waves!

*It's important to note that the new Free Crate replaces the old daily login incentive.

What's Inside?

Each Crate is guaranteed to contain some kind of loot inside, however, not all Crates are created equally. The contents depend on the Crate's structural composition. Iron Crates and Steel Crates, being the most basic, hold the least amount. Occasionally, Plink will get lucky and warp in a more luxurious crate like a Nuclear or Quantum, which are guaranteed to contain Rare Mutations! Below is the breakdown of what you can expect from each type of Crate. Since we are still testing, these numbers can change between now and the final release.

Iron Crate Only seen in the Tutorial of the game, this Crate has the same capacity as the Steel Crate with 8 Mutations inside, but the scanning process is very fast.

Thank you!

Once again thank you for joining us along this creative journey! We couldn't have done this with out your support! We plan to always add new and interesting things to read here on our dev blog. Remember to follow us on Twitter and like us on Facebook for latest updates!

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In the hotly anticipated BioBeasts v1.5.0 release you will be able to spruce up the look of existing beasts by unlocking new beast skins! This has been an eagerly anticipated and highly requested feature from players since early builds of the game, and it's one we are super

In the hotly anticipated BioBeasts v1.5.0 release you will be able to spruce up the look of existing beasts by unlocking new beast skins! This has been an eagerly anticipated and highly requested feature from players since early builds of the game, and it's one we are super excited to finally deliver to you.

Artists Blade, Arklen, Bido and Deuce have been assisting the BioBeasts team in creating an awesome assortment of new beast skins. Like Mutations, skins will have varying tiers of rarity, making it a real challenge and badge of honor to collect them all!

New Nuclear Bundle

For the first time we will also be able to offer BioBeasts promo bundles! These unique bundles will contain an exclusive skin (in this case the Radioactive Hazard ), a hefty crate full of mutations, and, for good measure, a generous amount of BioBits!

New Beast Skins!

BioBeasts v1.5.0 will launch with 10 new beast skins! These skins can be unlocked from our new Mutation Crates! Crates can be warped in with batteries (earned by completing waves) or purchased outright.

*Version 1.5.0 will be available today ONLY for our testers on Android mobile devices. *We expect iOS testing and the full live launch later this month.

Thank you!

Once again thank you for joining us along this creative journey! We couldn't have done this with out your support! We plan to always add new and interesting things to read here on our dev blog. Remember to follow us on Twitter and like us on Facebook for latest updates!